Host 203

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[edit] What is new in Host.exe Version 4.000.203

[edit] June 11th, 2007

[edit] Note to all players

If you try to simulate sweeping cloaked minefields or any other "random event" using the same copy back up copies of your YIG and TRN files over and over again you will always get the same results every time. The same YIG and TRN files will always produce the exact same results over and over again.

[edit] Fixes

Fixed: "USA" code only destroying Labor Camps and not Labor Mines.

Fixed: Allies now qualify as a ship that will allow a base to TNT.

Fixed: Base merging causing ord and supplies to double in amounts.

Fixed: 100 turns of food required for growth now works as expected. Prior, 101 turns of food were required.

Fixed: Aczanny can gain the minor happiness adjustment from Cantinas now, as other cantina races do.

Fixed: Aczanny were not getting many happiness bonuses that other races gained/loss.

Fixed: Aczanny: Avians remain happy instead of Insectoids, which they never had in their bases anyways.

Fixed: Cyborg Assimilating enemy assault mechs now works on all 3 mech types.

Fixed: Cyborg Colonists can now assimilate the enemy again.

Fixed: Cyborg King will now assimilate all Ghipsoldals on a planet even when there isn't over 100k of them.

Fixed: Cyborg King won't have clones at a base or ship.

Fixed: Centaurs had to pay for the maintenance cost of the Plasma Manifold A exotic tech.

Fixed: CoM taxes from colonists on ships is now available even while the Shokazul Pulse is active.

Fixed: UEA and Cyborg cannot sell contraband via gold pods. Cyborg cannot be the target of a gold pod sale.

Fixed: Evil Empire labor camp weirdness.

Fixed: Anti-Matter Maul will no longer overload the cargo of its ship with the 1000 molybdenum gained. Any excess is lost.

Fixed: Bases now correctly scan for objects instead of having an equal chance of scanning for anything.

Fixed: Bioscanner results of scans of planets from turn 1 will no longer be removed.

Fixed: Cities sometimes may have used the population from another base.

Fixed: Construction and Gold pods were not considering the weight of megacredits.

Fixed: Convincing Humanoids to join your base now gains any racial bonuses.

Fixed: Crystal Inferno Device no longer requires 11 fuel to be on the ship to activate.

Fixed: Dry Dock can no longer build alien hulls from Robot, Crystal, or Solorian unless you are that race.

Fixed: Forgotten Class Junk was always a valid chunnel target. Now it will only be when the device is present.

Fixed: Free troops will not be created by freeing prisoners.

Fixed: Gambling Deck and Show Lounge will now take into consideration all bases within range instead of just 1 base. Gambling Decks and Show Lounges from different players cannot be within 15 ly of each other or it will affect the profits.

Fixed: Global Warmer and Global Icer only require a minimum of 5 fuel to be on the ship instead of 6.

Fixed: Ground Chunneling an ally will now only happen when the friendly codes match.

Fixed: Growth rate decreases as the population of a base approaches 50 million. 30 million for shareware players.

Fixed: Hard limit of 50 million for number of troops, crew, etc during backbreeding has been set.

Fixed: Hawking Institute never charging for its retraining.

Fixed: Hull plans from races that you mustn't have hull plans for (Solorians, Robots, Crystals) will be removed from ships.

Fixed: IMT don't get a happiness drop from excessive mineral mines and smelters.

Fixed: Incite Disorder spy attack no longer affects you instead of the target.

Fixed: Insectoids will no longer join Aczanny bases.

Fixed: Labor Mines will now only generate money based on how much ore was extracted.

Fixed: Log messages of merging bases will now merge as well.

Fixed: Long Range Mine Detector will no longer make the ship visible to all players. It will send the contact data to the correct player.

Fixed: Minefield recharging now based on the minefield lifetime in HConfig. Minefields must have some energy left in them to be able to be recharged. A minefield will not be targetted if you don't have enough ordnance to recharge it. The amount of ordnance required to recharge a web minefield is: radius^2.222 and all other types is: radius^2.5.

Fixed: Outfit pods were not considering the weight of "old" parts.

Fixed: Particle Fountain will now change the HD Stress as expected.

Fixed: Peaceful setting working to provide bonus to growth. Prior, roaming defense supplied this bonus.

Fixed: Pod launch pending order is cancelled when under blockade instead of pending forever.

Fixed: Prisoner bonus for EE resource points working properly now.

Fixed: Public Space Ports now work on the planet that you are on also.

Fixed: Quick Build ships now observe reserve levels for repair and ordnance. Ship skill will be based on the training centers of the base it is built at as the standard Base / Build Ship method does. Cyborg will properly pull convert colonists into crew for new ships when needed.

Fixed: Rebels now have a hard time finding Gravitonics rather than Barbitics.

Fixed: Resource point limit now kicks in when building multiple ships from dry dock instead of only checking the limit for the first ship built.

Fixed: Resupply pods were not considering the weight of repair units or megacredits.

Fixed: Robot minefield scanning will no longer send the minefield contact data to the wrong player.

Fixed: Robot Q Tanker cloaking Robot-owned ships.

Fixed: Robots won't get a happiness drop from lack of food and can now gain happiness from other factors.

Fixed: Sharing contact data will now include full planet details if either player has a full scan.

Fixed: Ships now correctly scan for objects instead of having an equal chance of scanning for anything.

Fixed: Ships will no longer get 2 repair attempts.

Fixed: Ships will not waste repair on systems that they don't have (engines, shield generator, hyperdrive).

Fixed: Some log messages cleaned up and new messages added.

Fixed: Tech Institutes producing double the amount of stim bright pills.

Fixed: The Aczanny Security Device will properly deduct the fuel cost.

Fixed: The chance to find a base to sabotage or gather intelligence on in a spy attack is corrected.

Fixed: The cost involved in spending money to stop a crime wave is now based on your race's law rating instead of a flat rate of 1000 mc.

Fixed: The lowest amount of taxes based on colonist happiness is 5% instead of 0.

Fixed: The target of a World Crusher Missile would sometimes not get their message when a base was destroyed.

Fixed: Training Centers now cost 1 mc each to operate as documented. Insufficient funds will only allow the number of centers that you can pay for to operate.

Fixed: Aczanny can train crew at training centers, but their colonists to crew rate is 1.

Fixed: Transporting to a planet or wreckage would not increase sensor profile.

Fixed: Troops and HG stopping crime would cause unexpected results.

Fixed: UEA combating Insectoids no longer kills off all type-1 fighters and all type-2 mechs.

Fixed: UEA gets its native tax bonus when tax policy is complex.

Fixed: Various resource point calculation problems fixed.

Fixed: Warp Bubble Generator only requires a minimum of 100 fuel to be on the ship instead of 101.

Fixed: Web minefield detonations will now stop wings from moving.

Fixed: When a waypoint or escort/intercept was set while at a planet, the planet wouldn't reduce your sensor profile or scan range if your speed was 0. Now it will only work if your speed is 0 and you won't have a waypoing/escort/intercept set.

Fixed: When an Crystal X Field interacts with a Mobile Ord Factory, it will turn it off instead of turning off the Mobile Parts Plant.

Fixed: When life pods are set to land on a planet, they would always attempt to dock to a base that belong to the player whose people were in the pod, but this wouldn't work well for prisoners. Now, if the pod owner differs from the pod's people, it will default to the pod owner's base.

Fixed: When planets explode from high stress, the bases on them will be destroyed and messages will be sent. Cash, metals, ore, etc will no longer be present on the remaining asteroid.

Fixed: When the Solorians start on at a star better than a green binary then it won't be replaced.

Fixed: When you recycle a ship, the base will now get any cash, food, med units, and hull plans. Hull plans will only be transferred if the player race isn't Privateer, Solorian, Robot, or Crystal.

Fixed: Wings now correctly scan for objects instead of having an equal chance of scanning for anything.

Fixed: Wreckage will now get removed from the map when the power runs out.

Fixed: You can no longer freely transfer to/from an enemy's pod.

Fixed: You can now build engineless ships from the Base / Build Ship screen. Building a ship this way will now observe reserve levels for repair and ordnance. Cyborg will properly pull convert colonists into crew for new ships when needed.

Fixed: You no longer double your money at a base whenever Amorphous Worms eat it.

Fixed: You will get a log message when you sweep a cloaked minefield. The minefield owner will get a message.

[edit] New Features

New: Any players with bases on a planet that is destroyed by a Super Laser will be notified.

New: Centaurs gain 5% bonus to gather contraband from the planet per Racetrack.

New: Contraband Dust Off will no longer be blocked by allied bases.

New: Cyborg assimilate using Colonists, Crew, and Troops instead of only Colonists.

New: Message sent to attacker when sabotage ship spy attack fails completely.

New: Native Dust Off will no longer be blocked by allied bases.

New: Oberth Class Assaultship has a Dust Off (in the code; not in the race pack).

New: Protomatter Cannon now requires a kill target of an asteroid to reform it into a planet. A super weapon message is broadcast when used. Any players with bases on the asteroid will be notified.

New: Ship experience is used to see if a ship hit with a Tachyon Emitter will get a log message.

New: Ship Logs spy attack made more useful by providing full contact info on the target ships.

New: Solar Gamma Ray previously would increase Crystal population by 20%. A new limit has been placed on this so that up to 100k colonists maximum will be created.

New: Spy spending report shows investment made and mana increase.

New: Tech Institute can now be turned on/off.

New: The target of chunnel must have less than 50% control system damage to function.

New: When an asteroid becomes a planet by genesis, base owners will get a message.

New: When the Centaurs have no PSP and have 250k colonists then they have a 20% chance of their colonists building them a free PSP. When there is no racetrack and there are at least 400k colonists, then there is a 20% chance that the colonists will build them a free racetrack. When there is no marketplace and there are at least 1 million colonists then there is a 25% chance that the colonists will build them one for free.

New: Wings over a base will observe reserve levels for high guard. If a wing ends up with more than 1 high guard then other wings in the area are looked at to see if they need a high guard. If there are no wings in need of high guard then any excess are placed into a base if available.

New: You will automatically get a scan of bases on the same planet where you have a base.

[edit] Changes

Changed: Bases with a Scanner building will have a longer range than 10 when looking for other bases.

Changed: Insectoid Nest will not convert natives or prisoners into Insectoids if it will put the number of Insectoids over 50 million.

Changed: Steal ship plans spy attack requires that a ship be within 45 ly of an enemy ship. The attacker's ship must not have any hull plans in it already. The attacker will receive the hull plan on the attacking ship; not any available ship in the fleet.

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